#version 460 core
layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aUV;
out vec2 uv;
uniform mat4 transform;
uniform mat4 viewMetric;
uniform mat4 projectMatrix;
void main()
{
    vec4 position=vec4(aPos,1.0f);
    gl_Position = projectMatrix*viewMetric*transform*position;
    uv=aUV;
}